Aranea
This bloated spider has a hunchbacked body and a gleam of intelligence in its multiple eyes.
Image by DM Omereth
An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea’s brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance. Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service). Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.
N Medium (shapechanger)
Init +7; Senses 60 ft., ; Perception +9
DEFENSE
AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +4
OFFENSE
Speed 50 ft., 30 ft.
Melee bite +8 (1d6 plus poison)
Special Attacks (+8 ranged, DC 14, hp 5)
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (5/day)—invisibility, mirror image
1st (7/day)—charm person (DC 14), mage armor (1 already cast), silent image (DC 14), sleep (DC 14)
0 (at will)—daze (DC 13), detect magic, ghost sound (DC 13), light, mage hand, resistance
STATISTICS
Str 11, Dex 17, Con 14, Int 14, Wis 13, Cha 16
Base Atk +5; +5; CMD 18
Feats Eschew Materials, Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +9 (+17 jump), Climb +14, Escape Artist +8, Knowledge (arcana) +7, Perception +9, Stealth +9
Racial Modifiers +2 Acrobatics, +2 Perception
Languages Common, Sylvan
SQ (humanoid; alter self)
ECOLOGY
Environment tropical forests
Organization solitary or colony (2–6)
Treasure standard
SPECIAL ABILITIES
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea’s speed is 30 feet and it has no climb speed.
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save.
Spells An aranea casts spells as a 5th-level sorcerer, but does not gain any additional abilities, such as a sorcerous bloodline.
Decapus
This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body.
Named for its resemblance to a 10-armed octopus, the strange decapus is one of many bizarre creatures that hail from the deepest caverns of the world. When they are encountered aboveground, their affinity for forests (they particularly enjoy clambering around in tangled canopies) suggests that their original source might be some strange, deep underground cavern wherein magical jungles grow. The decapus is a fairly intelligent creature—an ambush predator that makes excellent use of its ability to weave magical visual illusions and to imitate the voices of other creatures it has heard speaking. Typical decapuses know only the Aklo tongue, but when they use their sound mimicry ability to imitate creatures speaking in other languages, they can typically form short (up to three words long) sentences even when imitating a language they don’t actually know. The decapus’s physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey. On the ground, though, they are slow, plodding creatures that flop and wriggle relatively inefficiently. As a result, they prefer regions like forest canopies, narrow fissures, stalactite forests, or other regions where they can use their climb speed. The decapus favors humanoid flesh over all other food; most are quite fond of gnome flesh in particular. This creature has an enormous appetite that often drives it to consume whatever food is available—the decapus is not above cannibalism when other food sources are scarce. For this reason, these monsters are largely solitary creatures, except when the urge to mate overwhelms their urge to feed. Females give birth to small litters of 2–4 live offspring. The females often need to defend them from the males, which, if left unsupervised, typically eat the newborn decapuses. The young mature rapidly, growing to full size after a mere 7 to 11 months, after which they depart to claim their own territories. Once a decapus reaches maturity, it can live to 100 years old—although their violent natures usually result in much shorter lifespans. A typical decapus has a legspan of 8 feet and weighs 200 pounds.
CE Medium
Init +1; Senses 60 ft.; Perception +11
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 45 (6d8+18)
Fort +4, Ref +3, Will +5
OFFENSE
Speed 10 ft., 30 ft.
Melee bite +7 (1d6+3), tentacles +8 (2d4+3 plus )
Space 5 ft.; Reach 5 ft.
Special Attacks (2d4+4)
(CL 6th; concentration +7)
At will—minor image (DC 13)
STATISTICS
Str 16, Dex 13, Con 15, Int 10, Wis 11, Cha 12
Base Atk +4; +7 (+11 grapple); CMD 18 (can’t be tripped)
Feats Skill Focus (Bluff), Toughness, Weapon Focus (tentacles)
Skills Acrobatics +7 (–1 jump), Bluff +7, Climb +16, Escape Artist +5, Intimidate +7, Perception +11, Spellcraft +6, Stealth +9
Racial Modifiers +4 Perception
Languages Aklo
SQ (voices), tentacles
ECOLOGY
Environment temperate forests or underground
Organization solitary or mated pair
Treasure standard
SPECIAL ABILITIES
Tentacles (Ex) A decapus’s tentacles must all strike at a single target, but they do so as a primary attack.
Giant Stag Beetle
With towering stature and fierce mandibles, this giant beetle crashes through the undergrowth without pause.
Nearly 10 feet long, giant stag beetles become serious dangers when they wander into logging camps due to their appetite for decaying wood. Called stag beetles because of their large, antler-like mandibles, they use these appendages to wrestle competing suitors and quickly put down enemy threats.
N Large
Init +0; Senses 60 ft.; Perception +0
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +2, Will +2
mind-affecting effects
OFFENSE
Speed 20 ft., 20 ft. (poor)
Melee bite +8 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks (1d6+6, DC 17)
STATISTICS
Str 19, Dex 10, Con 15, Int —, Wis 10, Cha 9
Base Atk +5; +10; CMD 20 (28 vs. trip)
Skills Fly –6
ECOLOGY
Environment temperate forests
Organization solitary, pair, or cluster (3–6)
Treasure none
Half Celestial
A winged unicorn rises into the air on ivory pinions, a paragon of grace and beauty.
Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
CR 4 XP 1,200
CG Large (native)
Init +4; Senses darkvison 60 ft., , ; Perception +14
Aura magic circle against evil
DEFENSE
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size; +2 deflection vs. evil)
hp 42 (4d10+20)
Fort +9, Ref +8, Will +8; +4 vs. poison
5/magic; charm, compulsion, disease, poison; acid 10, cold 10, electricity 10; 15
OFFENSE
Speed 60 ft., 120 ft. (good)
Melee gore +10 (1d8+6), 2 hooves +7 (1d3+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil 1/day (+7 attack, +4 damage), (gore, 2d8+12)
(CL 9th)
At will—detect evil, light
3/day—cure light wounds, protection from evil
1/day—aid, bless, cure moderate wounds, greater teleport (within its territory), neutralize poison
STATISTICS
Str 22, Dex 19, Con 20, Int 13, Wis 25, Cha 26
Base Atk +4; +11; CMD 25 (29 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +11, Fly +13, Knowledge (planes) +5, Perception +14, Sense Motive +14, Stealth +11, Survival +14 (+17 forests)
Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +18
ECOLOGY
Environment temperate forests
Organization solitary, mated pair, or blessing (3–6)
Treasure none
SPECIAL ABILITIES
Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.
Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.
Korred
This knobby-kneed, stunted humanoid, has a particularly thick beard and wild mane of hair, hiding most of its body from view.
Korreds are an ancient fey race who like forested areas with nice, rocky ground. They resemble small, wild-haired humanoids with wild, knotted hair. Korreds especially like to dance in ancient stone circles within forest glades, often led by satyrs with panpipes. They are a shy race and do not take kindly to outsiders discovering them, even by accident. They almost always attack non-korreds who stumble into their territory, seeking to kill them or at least drive them off. Korred clothing normally consists of a simple leather apron, jerkin, or kilt, leaving their legs uncovered and their feet bare. Their clothes usually have a large pocket or pouch to hold their belongings. A korred’s hair and beard grow quickly, sometimes an inch a day, and the korred trims its hair when the locks become too unruly, saving the trimmings in its pocket so it can weave them into ropes for its animate rope spell-like ability.
CN Small
Init +3; Senses ; Perception +14
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 33 (6d6+12)
Fort +4, Ref +8, Will +7
5/cold iron; 15
OFFENSE
Speed 30 ft.
Melee club +8 (1d4+6)
Ranged rock +8 (1d6+4)
Special Attacks animated hair, stunning laugh, (100 ft.)
(CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell
STATISTICS
Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 13
Base Atk +3; +6; CMD 20
Feats Dodge, Mobility, Skill Focus (Perception)
Skills Acrobatics +12, Bluff +10, Craft (rope) +10, Craft (sculpture) +10, Perception +14, Perform (dance) +10, Stealth +16
Languages Common, Sylvan
SQ stone stride
ECOLOGY
Environment temperate forests
Organization solitary, pair, or gang (3–6)
Treasure standard (club, rope, shears, other treasure)
SPECIAL ABILITIES
Animated Hair (Su) A korred’s hair is constantly writhing and twitching. As a free action, a korred can cause its long hair to reach out and interfere with adjacent creatures—tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. The korred can select which adjacent targets are affected by its animated hair. These targets must make a successful DC 16 Reflex save each round to avoid becoming entangled for 1 round. The save DC is Dexterity-based.
Stone Stride (Su) This ability works like tree stride, except it requires loose boulders at least as large as the korred, and only has a range of 30 feet. The korred can use this ability once per round as a standard action.
Stunning Laugh (Su) Three times per day as a standard action, a korred can unleash a strange laugh that stuns all creatures within a 30-foot burst for 1d2 rounds (Fortitude DC 14 negates). This is a sonic, mind-affecting effect. Fey are immune to this ability. The save DC is Charisma-based.
Nightmare Creature
This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin.
Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others’ dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature’s appearance into a bizarre caricature of its original form. A nightmare creature uses its ability to control dreams to confuse and frighten its target with horrendous imagery— visions of failure or betrayal and horrific scenes of murder and death. A nightmare creature may even allow the target to think it is in control of the dream or has awakened from a nightmare, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked nightmare creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims.
CR 4 XP 1,200
NE Medium
Init +9; Senses 120 ft., ; Perception +9
Aura fear (60 ft., DC 13), (30 ft., DC 13)
DEFENSE
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 30 (4d8+12); 5 (good spells and weapons, silver)
Fort +6, Ref +6, Will +6
Defensive Abilities illusion resistance, protection from good; 5/good or silver
OFFENSE
Speed 30 ft., 30 ft., 10 ft. (perfect)
Melee bite +5 (1d6+2 plus poison), 2 claws +5 (1d4+2)
Special Attacks night terrors (DC 13), poison, traps, (+8 ranged, DC 15, 4 hp)
(CL 4th; concentration +5)
Constant—protection from good
3/day—detect thoughts (DC 13), dream (DC 16), nightmare (DC 16), suggestion (DC 14)
1/day—shadow walk
STATISTICS
Str 14, Dex 21, Con 17, Int 8, Wis 15, Cha 12
Base Atk +3; +5; CMD 20
Feats Great Fortitude, Improved Initiative
Skills Climb +14, Craft (trapmaking) +11, Fly +13, Intimidate +5, Perception +9, Stealth +15
Racial Modifiers +8 Craft (trapmaking), +4 Intimidate, +4 Stealth
Languages Common
SQ feign death (DC 13), spider empathy +7
ECOLOGY
Environment temperate forests
Organization solitary, pair, or nests (3–6 plus 2–6 giant spiders)
Treasure standard
SPECIAL ABILITIES
Fear Aura (Su) All creatures within a 60-foot radius that see or hear a nightmare ettercap must succeed at a Will save DC 13 or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature’s fear aura for 24 hours. This is a mind-affecting fear affect. The saving throw DC is Charisma-based.
Feign Death (Ex) Whenever a nightmare ettercap is unconscious, it appears dead. A conscious nightmare ettercap can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare ettercap feigning death must succeed at a Heal check or Will saving throw DC 13 to recognize it is actually alive.
Frightful Presence (Su) This ability activates when the nightmare ettercap charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Illusion Resistance (Ex) A nightmare ettercap automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Night Terrors (Su) Once a nightmare ettercap enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw DC 13, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare ettercap controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score. The saving throw DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Spider Empathy (Ex) This ability functions as a druid’s wild empathy, except that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts to them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.
Traps (Ex) An ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn’t require gold to build its traps, merely time.
Owlbear
amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger.
The origin of the owlbear is a subject of great debate among scholars of the monstrous creatures of the world. However, most concur that at some point in the distant past, a deranged wizard created the original specimens by crossing an owl with a bear—perhaps as proof of some insane concept about the nature of life, but possibly out of sheer lunacy. Whatever the original purpose of such a freakish creation as the owlbear, the creature bred true and has become quite wellestablished in woodlands across the world, where it plays a key role in a region’s ecosystem as an apex predator. Owlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature. They tend to attack without provocation, slaughtering any living creatures that cross their paths. Many scholars that have encountered these creatures in the wild have noted that they all have red-rimmed eyes that roll about wildly when they close in for an attack. This is sometimes presented as a sign of madness, suggesting that all owlbears are born with a pathological need to f ight and kill, but more level-headed researchers believe that it’s simply part of the way the massive bird-beast’s keen eyes are constructed. Owlbears generally inhabit desolate areas of the wilderness, making their messy lairs within wild forests or inside dark, shallow caverns. They are equally adept at hunting during the day and at night, depending upon the prey available near their lairs. Adult owlbears live in mated pairs, and hunt in small groups, leaving their young behind in their lairs while they search for prey. A typical owlbear lair contains 1d6 juveniles, which can fetch a price of up to 3,000gp apiece in many city markets. While it is considered impossible to truly domesticate owlbears due to their feral natures, they can still be used as guardians if contained within an area but allowed to roam and hunt freely there. Professional animal trainers charge up to 2,000gp to rear or train an owlbear into a serviceable guardian that can obey simple commands (DC 23 for a juvenile creature; DC 30 for a fully grown adult). A full-grown male can stand as tall as 8 feet and weighs up to 1,500 pounds.
N Large
Init +5; Senses 60 ft., , ; Perception +12
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 47 (5d10+20)
Fort +10, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus ), bite +8 (1d6+4)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Base Atk +5; +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Improved Initiative, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
ECOLOGY
Environment temperate forests
Organization solitary, pair, or pack (3–8)
Treasure incidental
Pixie
This tiny, whimsical-looking humanoid darts about swiftly on wildly colored gossamer wings.
Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they’re conversing with in order to maintain eye contact— and weigh about 30 pounds. Pixies talk quickly and easily become overexcited. Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day (caster level 8th), usually baleful polymorph, beast shape II (Tiny creatures only), or even a powerful spell like irresistible dance. Alternatively, you can change the types of effects that pixie dust can have on arrows—as a general rule, these alternate effects should be mind-affecting effects. Confusion, fear, hideous laughter, and hypnotism are all good choices for variant pixie arrow powers. You should take care when assigning alternate powers to a pixie, though, since doing so can create a threat that far exceeds what their physical statistics (and relatively low CR) can logically support.
NG Small
Init +5; Senses ; Perception +9
DEFENSE
AC 18, touch 17, flatfooted 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 18 (4d6+4)
Fort +2, Ref +9, Will +6
Defensive Abilities invisibility; 10/cold iron; 15
OFFENSE
Speed 20 ft., 60 ft. (good)
Melee short sword +8 (1d4–2/19–20)
Ranged longbow +8 (1d6–2/×3)
Special Attacks special arrows
(CL 8th)
Constant—detect chaos, detect evil, detect good, detect law
1/day—dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield
STATISTICS
Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16
Base Atk +2; –1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10
Languages Common, Sylvan
ECOLOGY
Environment temperate forests
Organization solitary, gang (2–4), band (6–11), or tribe (20–80)
Treasure standard
SPECIAL ABILITIES
Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.
• Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.
• Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won’t chase the pixie when he flees).
• Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.
Satyr
This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.
Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes. Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires. In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr’s lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.
CN Medium
Init +2; Senses ; Perception +18
DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8
5/cold iron
OFFENSE
Speed 40 ft.
Melee dagger +6 (1d4+2/19–20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes
(CL 8th)
At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature’s ally III
STATISTICS
Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19
Base Atk +4; +6; CMD 18
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7
Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
ECOLOGY
Environment temperate forests
Organization solitary, pair, band (3–6), or orgy (7–11)
Treasure standard (dagger, short bow plus 20 arrows, masterwork panpipes, other treasure)
SPECIAL ABILITIES
Pipes (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Slicer Beetle
This squat but nevertheless large beetle moves with a swift scuttling motion. Its mandibles appear to be remarkably sharp.
The slicer beetle sports specialized mouthparts that scissor apart flesh for easier consumption. Each side of its horizontally closing mandibles fits into the other with barely a hair’s breadth to spare. These creatures prefer to dwell in compact caves or warrens. A typical slicer beetle measures 10 feet long and weighs 800 pounds.
N Large
Init +0; Senses 60 ft.; Perception +0
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 39 (6d8+12)
Fort +7, Ref +2, Will +2
mind-affecting effects
OFFENSE
Speed 40 ft., 20 ft. (poor)
Melee bite +8 (2d6+7/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks crippling bite
STATISTICS
Str 21, Dex 11, Con 15, Int —, Wis 10, Cha 6
Base Atk +4; +10; CMD 20 (28 vs. trip)
Skills Fly –6
SQ
ECOLOGY
Environment temperate forests
Organization solitary or cluster (2–5)
Treasure none
SPECIAL ABILITIES
Crippling Bite (Ex) A slicer beetle’s bite attack threatens a critical hit on a roll of 19–20. If a slicer beetle scores a critical hit on a target, its mandibles cut deep, resulting in a wound that causes 1d6 bleed and leaving its foe staggered for 1d3 rounds from the tremendous pain dealt.
Giant Owl
This enormous owl has a silent gracefulness and wisdom about it despite its considerable size.
The noble giant owl roosts in the tallest trees or in high caves near its forest home. No mere animals, giant owls pride themselves as intellectuals and keen judges of character. Little passes a giant owl’s notice in its home forest. What it doesn’t observe directly, it learns from its wide network of animal informants. Giant owls view themselves more as watchers than participants, rarely interfering in the affairs of others barring a threat to their homes. Giant owls stand 18 feet tall and have 30-foot wingspans, yet they rarely weigh over 600 pounds.
LN Huge
Init +5; Senses ; Perception +17
DEFENSE
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +5
OFFENSE
Speed 10 ft., 60 ft. (average)
Melee 2 claws +9 (2d6+5)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 15, Con 18, Int 14, Wis 17, Cha 9
Base Atk +6; +13 (+15 disarm); CMD 25 (27 vs. disarm)
Feats Alertness, Combat Expertise, Improved Disarm
Skills Fly +11, Knowledge (geography, history, nature) +11, Perception +17, Sense Motive +15, Stealth +9
Racial Modifiers +4 Fly, +8 on all Knowledge skills, +4 Perception, +4 Sense Motive, +8 Stealth
Languages Sylvan (cannot speak); animal (30 ft.)
SQ insightful senses, piercing stare
ECOLOGY
Environment temperate forests
Organization solitary, pair, or roost (3–10)
Treasure none
SPECIAL ABILITIES
Animal Telepathy (Su) A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.
Insightful Senses (Su) A giant owl’s senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.
Piercing Stare (Su) Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.
Goblin Troop
The pint-sized humanoids who make up this chattering, shrieking mob hold jagged swords and bare jagged teeth.
A troop of goblins is a frenzied mass of gnashing teeth, thrashing limbs, and wildly swinging knives. Goblins in a troop gain bravery in numbers and eagerly assault creatures they should have no business attacking. Horses and dogs are particularly hated targets and, if present, generally endure the brunt of the goblin troop’s attention.
NE Small (goblinoid, troop)
Init +7; Senses 60 ft.; Perception +8
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 size)
hp 52 (8d8+16)
Fort +6, Ref +9, Will +4
Defensive Abilities troop traits
OFFENSE
Speed 30 ft.
Melee troop (2d6)
Space 20 ft.; Reach 5 ft.
Special Attacks overwhelm
STATISTICS
Str 10, Dex 17, Con 14, Int 10, Wis 10, Cha 6
Base Atk +6; +5; CMD 19 (can’t be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will
Skills Perception +8, Stealth +15
Languages Goblin
ECOLOGY
Environment temperate forests or plains (usually coastal regions)
Organization solitary or band (2–6)
Treasure standard
SPECIAL ABILITIES
Overwhelm (Ex) A goblin troop deals 3d6 points of damage with its troop attack to foes with whom it shares a space.
Spider Eater
This strange beast resembles a wasp the size of a horse, but with the head of a spider and two long appendages ending in pincers.
An amalgam of dangerous creatures, this predator, as its name suggests, prefers to hunt and feed upon spiders. Their greatest boon to spider hunting, aside from their stinger, ability to fly, and strong pincers, is their ability to slip through the stickiest of webs in order to get to their prey. Unfortunately for other creatures, when a spider eater is denied its preferred prey, it seeks out any living creature it can find to serve as a host for its ravenous young. When hunting, a spider eater drops from the air onto its victim, stinging the prey with its barbed tail. The creature then returns to the air and hovers, waiting for its venom to take hold. Once the opponent succumbs to paralysis, the spider eater lands again, either to feed or implant its egg. Although more intelligent than the typical beast, to the point where it can understand a language (usually Aklo), the spider eater is relatively slow-witted. Nevertheless, it is intelligent enough that it resists training—those who seek to ally with spider eaters must befriend them via diplomacy and gifts of spiders to feed upon or implant eggs into, or via intimidation and coercion. A spider eater measures roughly 14 feet long and stands 6 feet tall. The creature has a wingspan just over 20 feet and weighs almost 2,000 pounds.
N Large
Init +2; Senses 60 ft., , ; Perception +15
DEFENSE
AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
hp 52 (5d10+25)
Fort +9, Ref +6, Will +2
Defensive Abilities freedom of movement
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee bite +9 (1d8+5), 2 pincers +4 (1d6+2), sting +9 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks implant
(CL 10th; concentration +10)
Constant—freedom of movement
STATISTICS
Str 21, Dex 14, Con 21, Int 3, Wis 12, Cha 10
Base Atk +5; +11; CMD 24
Feats Dodge, Hover, Skill Focus (Perception)
Skills Fly +8, Perception +15
Racial Modifiers +4 Perception
Languages Aklo (cannot speak)
ECOLOGY
Environment temperate forests
Organization solitary or brood (2–12)
Treasure none
SPECIAL ABILITIES
Implant (Ex) A spider eater grows its eggs inside of a living host. Implanting an egg in a host is a full-round action that provokes attacks of opportunity, and the target must be helpless but alive. Once an egg is implanted, it exudes paralytic enzymes that not only keep the victim in state of perpetual paralysis, but also keep it nourished and alive in its comatose but fully aware state. This condition lasts until the egg hatches in 1d6 weeks, at which point the young spider eater consumes most of its host, killing it. An egg can be surgically removed with a DC 25 Heal check (this check deals 2d6 points of damage to the host regardless of success), at which point the host recovers from the paralysis in 1d6 rounds. Any magical effect that removes paralysis or disease (such as remove paralysis, remove disease, or heal) also destroys the egg, but mere immunity to paralysis or disease does not offer protection.
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/minute for 6 minutes; effect paralysis for 1 minute; cure 1 save. The save DC is Constitution-based.
Blighted Fey
Ropes of oily, foul-smelling fungus and patches of sickly mold cling to the flesh of this wan satyr.
In certain wilderness regions, strange corruptions of nature fester and grow where the boundaries between this world and the Abyss grow thin. Dangerous and evil fungal creatures rise to power in these blighted reaches, such as sinister fungus queens or legions of undead spore zombies, but when fey creatures become infused with this corruption and are themselves blighted, the resulting monstrosities are particularly vile. The typical Abyssal blight manifests as a black and greasy fungal rot that sways tree branches and limbs where no wind propels them, and a mystic network of fell power extends an unnatural awareness between nearby blighted fey. Dryads are often the most insidious of these corrupted fey; they lure humanoids to literally and spiritually dark places to beget more daughters from their dark embrace— and further spread the disease. The dryads connect through a unified but tainted mystic field that transcends their ordinary limitations and permits them to treat all infected trees as their own bonded trees. Only magic such as miracle, limited wish, or wish can sever the connection to the Abyss and cure a blighted fey, restoring the creature to its uncorrupted state if it fails to resist the transformation with a successful Will saving throw against the spell in question. Of course, once the blight takes hold, a fey creature is corrupted not only in body but in mind as well, and any attempts to cure such a fey creature are bound to be met with violence. The process of creating a blighted fey can vary. In some cases, the transformation requires a new fey creature to be bound in blighted fungal tendrils and to languish within the corrupted region for 24 hours, but in other cases the blight might affect a creature almost instantaneously. The potential to resist such corruption with a successful saving throw varies, as does the DC to resist such an effect. A wish, limited wish, or miracle can transform a fey creature into a blighted fey in much the same way this magic can be used to rescue a blighted creature from its corruption. Although the ooze creatures known as blights share a name with the planar corruption that creates blighted fey, these two types of creatures do not get along. In fact, blights often see the advance of an Abyssal incursion into their natural territory as much of an affront as the encroachment of mortal civilization, and in such cases those who oppose either group can sometimes find allies in the enemies of their enemy. Blights are usually the more difficult of the two to reach an accord with, but one should always tread with caution when dealing with the blighted fey.
CR 6 XP 2,400
CE Medium
Init +2; Senses 60 ft., ; Perception +20
DEFENSE
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
hp 68 (8d6+40)
Fort +6, Ref +8, Will +8
Defensive Abilities fungal rejuvenation; 10/cold iron and good; disease, paralysis, poison, polymorph; cold 10, electricity 10; 17
OFFENSE
Speed 40 ft.
Melee dagger +6 (1d4+4/19–20), horns +1 (1d6+2)
Ranged shortbow +6 (1d6/×3) or thorn throw +6 (1d4+4 plus parasitic bond)
Special Attacks pipes
(CL 8th; concentration +13)
At will—charm person (DC 16), dancing lights, ghost sound (DC 15), sleep (DC 16), suggestion (DC 17)
1/day—fear (DC 18), summon nature’s ally III
STATISTICS
Str 18, Dex 15, Con 19, Int 12, Wis 14, Cha 21
Base Atk +4; +8; CMD 21
Feats Dodge, Mobility, Skill Focus (Perception), Toughness, Weapon Finesse
Skills Bluff +16, Diplomacy +16, Disguise +10, Intimidate +10, Knowledge (nature) +12, Perception +20, Perform (wind) +20, Stealth +19, Survival +7
Racial Modifiers +2 Knowledge (nature), +6 Perception, +4 Perform (wind), +6 Stealth
Languages Common, Sylvan
SQ blighted unity, tainted blood
ECOLOGY
Environment temperate forests
Organization solitary, pair, band (3–6), or orgy (7–11)
Treasure standard (dagger, shortbow plus 20 arrows, masterwork panpipes, other treasure)
SPECIAL ABILITIES
Blighted Unity (Su) Blighted fey within 100 feet of one other can communicate through a shared fungal mind. This does not permit blighted fey to see and hear through each other’s senses, but they can share specific situational information and tactics through telepathy. If one blighted fey within range is aware of danger, they are all aware of danger and cannot be surprised.
Fungal Rejuvenation (Su) So long as it remains within 300 yards of any blighted plant of significant size (such as a tree) and remains standing on moist earth, the blighted fey satyr gains fast healing 5. The infected tree does not need to be specifically bonded to the blighted fey for this ability to function.
Parasitic Bond (Su) Once per day with a successful thorn throw attack, the blighted fey satyr can transform the thorns into a single burrowing, wriggling maggot that infests and infuses the target with a short-term curse from within unless the target succeeds at a Fortitude save DC 18. This parasite creates an unholy link to the target, binding it to the blighted fey satyr. This binding persists for 5 rounds, during which half of any hit point damage taken by the blighted fey satyr is dealt to the linked target instead. The type of damage remains consistent with the damage dealt to the blighted fey. Only one parasitic bond can be maintained with one creature at a time. This bond is a curse and a disease effect.
Tainted Blood (Ex) A blighted fey satyr's blood and flesh are rife with disease. Any creature that deals damage with a bite attack against a blighted fey, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the affected creature must succeed at a second save at the same DC or be nauseated for 1 minute and take 1d6 points of Strength damage and 1d6 points of Dexterity damage. This is a disease effect.
Thorn Throw (Ex) A blighted fey satyr can shoot a fistful of needle-sharp thorns at a single target within 20 feet as a standard action. The thorn attack deals an amount of damage equal to a sting natural attack, except the attack is resolved as a thrown ranged attack instead of a melee attack. Thorn throw is always a primary attack.
Chalicotherium
This huge, rather slow-moving and slothlike creature has long, clawed forelimbs and short rear legs.
Chalicotheriums are massive creatures resembling sloths with vaguely equine heads and long forelimbs ending in wickedly sharp claws. While the size and the claws of these creatures make them seem fierce, they are generally docile animals and become aggressive only in the defense of their homes and offspring. They typically fight only until the invaders have fled, but if their young are threatened, they will not relent until the attacker is dead, even if they must pursue it for a great distance to be sure. These herbivorous creatures are generally found alone or in pairs, along with any of their young. A typical adult chalicotherium is about 10 feet tall at the shoulder and 12 feet long from nose to rump, and weighs 14,000 pounds.
N Large
Init +0; Senses , ; Perception +10
DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 68 (8d8+32)
Fort +10, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +13 (1d8+8)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 11, Con 18, Int 2, Wis 11, Cha 5
Base Atk +6; +15 (+17 bull rush); CMD 25 (27 vs. bull rush, 29 vs. trip)
Feats Endurance, Improved Bull Rush, Iron Will, Power Attack
Skills Climb +11, Perception +10
ECOLOGY
Environment temperate forests
Organization solitary or pair
Treasure none
Delgeth
The antlers and hooves of this elk appear scorched and charred. The ground where it stands smolders and bursts into flame.
Delgeths are a unique breed of ungulate native to magical forests and places where the line between the natural and the supernatural is blurred. A delgeth’s soaring core body temperature manifests in the elk-like creature’s flaming hooves and smoldering antlers, both of which the beast uses to defend itself. A delgeth also employs its flames to mark its territory during mating season, stamping out boundaries of scorched grass in intricate patterns to indicate its location to others of its kind. Delgeths are unpredictable creatures, and are equally as likely to run from predators as they are to stand their ground and face off against aggressors. Either way, a delgeth is sure to leave a fiery reminder of its passing, as the beast’s flaming hooves blaze a telltale trail through the brush. Tribal cultures and scholars of the supernatural alike hold the majestic delgeth in awe. Though delgeths have innate connections to flame, they live in balance with the natural world in the wooded territories where they roam. They refrain from allowing their flames to run uncontrolled in the environment, instead allowing natural fires to periodically purge the forest of excess deadwood. A typical delgeth stands 4 feet tall at the shoulder and weighs 200 pounds.
N Medium
Init +6; Senses 60 ft., , ; Perception +11
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
fire
OFFENSE
Speed 50 ft.
Melee gore +12 (1d8+4 plus 1d6 fire), 2 hooves +10 (1d4+2 plus 1d6 fire)
Special Attacks fight with fire, flight of flames
STATISTICS
Str 19, Dex 15, Con 16, Int 4, Wis 13, Cha 14
Base Atk +8; +12; CMD 24 (28 vs. trip)
Feats Improved Initiative, Multiattack, Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9
Languages Sylvan (can’t speak)
ECOLOGY
Environment temperate forests
Organization solitary, pair, or family (3–5)
Treasure none
SPECIAL ABILITIES
Fight with Fire (Su) A delgeth can strike at the ground with its flaming hooves as a swift action, causing blazing sparks to appear in any square within 30 feet. A creature in that square must succeed at a DC 16 Reflex save or catch fire. The save DC is Charisma-based.
Flight of Flames (Su) A delgeth can use its smoldering hooves to ignite the ground and brush when it runs or withdraws, creating a blazing trail of fire behind it. The fire fills every square the delgeth moves through during its run or withdraw action. When the fire appears and on each of the delgeth’s turns, the flames deal 2d6 points of fire damage to each creature in one of the fire-filled squares and 2d4 points of fire damage to each creature within 5 feet of such a square but not inside one. The flames burn out after 3 rounds, but can be extinguished before then by any means that would extinguish normal nonmagical fires of their size. The flames can ignite flammable debris in the squares the delgeth moved through, but in normal forest conditions they rarely spread far beyond there.
Shambling Mound
A mass of shell-like fungus grows so thick it obscures the mass of plant matter beneath.
A psychepore is a symbiosis of two different plant creatures—a lurching bit of undergrowth distantly related to the shambling mound and an intelligent cluster of hard fungal growths that possess a malevolent hive mind. On their own, the shambling undergrowth is an unintelligent creature, barely aware enough to move itself to new sources of sunlight and water, while the fungal conks, for their part, are intelligent but immobile. The two pose a serious threat only once the psychic fungus infests the shambling undergrowth, and the creatures transform into the horrifying psychepore. A psychepore procreates through microorganisms in its poison, spreading into victims fungal spores that try to bond with that host’s physiology to create a new psychepore. Generally, the only creatures with which these spores can coexist are the shambles that form the base of a psychepore, but these spores also have strange effects on creatures that aren’t their typical hosts. Such creatures suffer from delusional visions as their minds try to assimilate or reject the images presented by the alien will of the strange symbionts, and their bodies desperately attempt to force the foreign spores out. Some cultures harvest psychepores to distill their poison into a powerful drug, using it in religious rituals that search for inner knowledge or in dark alleys as a temporary escape from cruel, short lives—or transforming it into a truth serum used during psychological torture and other types of interrogation. Most psychepores attack only in vain attempts to procreate, never seeming frustrated by their usually futile efforts, but more intelligent specimens pursue less direct but more fruitful approaches, often serving those who aid in gathering the undergrowth they need to replicate. There are rumors of even more highly developed and intelligent versions of these creatures that learn the secrets of telepathy and how to adjust their poison to replicate possession magic. These super-intelligent psychepores become more aware of cultural structures and take great joy in manipulating other forms of life to achieve their goals. A psychepore is a hulking thing with a dense composition. It stands 6 feet tall or slightly taller and weighs about 300 pounds.
N Large
Init +0; Senses 60 ft., ; Perception +11
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +5, Will +5
electricity, ; fire 10
OFFENSE
Speed 20 ft., 20 ft.
Melee 2 slams +11 (2d6+5 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6+7)
STATISTICS
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Base Atk +6; +12 (+16 grapple); CMD 22
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13
Racial Modifiers +4 Perception, +4 Stealth (+12 in swamps or forests)
Languages Common, Sylvan (cannot speak)
SQ electric fortitude
ECOLOGY
Environment temperate forest or marshes
Organization solitary
Treasure standard
SPECIAL ABILITIES
Electric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.
Wood Giant
Standing tall and graceful, this sharp-eared giant’s skin is pale. Its large brow gives it a somewhat primitive visage.
Wood giants are the wardens of the deepest, wildest portions of the world’s forests. Unlike many of their kin, wood giants are slow to anger, peaceful, and artistic, and display an infinite patience in their duty. A wood giant’s role is to preserve and protect the wilderness—a role they believe that nature itself granted them, the proof of which manifests in their magical abilities tied to the natural world. Wood giant culture is as complex as their forest homes. Much of a tribe’s time is spent tending to a forest’s health: planting new trees, clearing away dead brush, and hunting abominations that pervert the natural order. Individuals may even cultivate their forest homes into elaborate demesnes, mazes, or living temples. They are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement. While primarily good-natured, wood giants are distrustful of outsiders and prone to great melancholies. Small clans claim enormous tracts of wooded land, but rarely build permanent homes. Members may spread out over their entire region by day only to gather and bed down, exposed to the elements, after sundown. In harsh weather, tribes cluster close together in the densest thickets with their backs turned outward. Wood giants stand 14 feet tall and weigh 1,200 pounds. They are vegetarians by choice, resorting to eating meat only when no other option is available.
CG Large (giant)
Init +5; Senses ; Perception +11
DEFENSE
AC 20, touch 14, flat-footed 15 (+2 armor, +5 Dex, +4 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +8, Will +7
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee longsword +10/+5 (2d6+5/19–20) or 2 slams +10 (1d6+5)
Ranged mwk composite longbow +9/+9/+4 (2d6+5/×3)
Space 10 ft.; Reach 10 ft.
(CL 7th; concentration +8)
Constant—pass without trace, speak with animals
3/day—charm animal (DC 12), quench, tree shape
1/day—enlarge person (self only), spike growth
STATISTICS
Str 20, Dex 21, Con 17, Int 14, Wis 15, Cha 12
Base Atk +6; +12; CMD 27
Feats Deadly Aim, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +11 (+15 when jumping), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8
Racial Modifiers +4 Stealth in forests
Languages Common, Giant, Sylvan; speak with animals
ECOLOGY
Environment temperate forests
Organization solitary, gang (2–4), hunting party (5–9, plus 1–4 dire wolves), or clan (10–40, plus 35% noncombatants, 1–3 druids or witches of 2nd–4th level, 1 ranger chieftain of 3rd–7th level, 4–10 dire wolves, and 2–8 giant eagles)
Treasure standard (leather armor, longsword, masterwork composite longbow with 20 arrows, other treasure)
Nymph
A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection.
Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature’s purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.
CG Medium
Init +5; Senses ; Perception +14
Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 60 (8d6+32)
Fort +13, Ref +18, Will +16
10/cold iron
OFFENSE
Speed 30 ft., 20 ft.
Melee mwk dagger +10 (1d4/19–20)
Special Attacks stunning glance
(CL 8th)
1/day—dimension door (CL 7th)
Spells Prepared
4th—summon nature’s ally IV
3rd—call lightning (DC 16), cure moderate wounds, water breathing
2nd—barkskin, flame blade, resist energy, tree shape
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame
0 (at will)—detect magic, guidance, light, stabilize
STATISTICS
Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
Base Atk +4; +9; CMD 27
Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
Languages Common, Sylvan
SQ inspiration, unearthly grace, wild empathy +21
ECOLOGY
Environment temperate forest
Organization solitary
Treasure standard (dagger, other treasure)
SPECIAL ABILITIES
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Spells A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifer to the check.
Deadfall Scorpion
Thick sheets of moss and other forest debris cling to the dark green carapace of this huge scorpion.
The enormous deadfall scorpion is disturbingly stealthy for a creature of its size. So named for the creatures’ habit of making their lairs amid the hollows created by deadfalls of old trees, deadfall scorpions adorn their already camouflaged carapaces with moss and old branches, then lie in wait to ambush prey when it draws near. They prefer to drag their prey back to their hidden deadfall lairs to eat, and thus incidental treasure can often be found within such a den. A deadfall scorpion is 24 feet long and weighs 10,000 pounds.
N Huge
Init +2; Senses 60 ft., 60 ft.; Perception +6
DEFENSE
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, –2 size)
hp 95 (10d8+50)
Fort +12, Ref +5, Will +5
mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws +13 (1d8+8 plus ), sting +13 (1d8+8 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks (1d8+8), sudden strike
STATISTICS
Str 27, Dex 15, Con 20, Int —, Wis 14, Cha 2
Base Atk +7; +17 (+21 grapple); CMD 29 (41 vs. trip)
Feats Skill Focus (Stealth)
Skills Perception +6, Stealth +5 (+13 in forests)
Racial Modifiers +4 Perception, +8 Stealth (+16 in forests)
ECOLOGY
Environment temperate forests
Organization solitary or nest (2–5)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.
Sudden Strike (Ex) A deadfall scorpion is adept at moving quickly when its foes are surprised. During a surprise round, a deadfall scorpion may act as if it had a full round to act, rather than just one standard action.
Quickwood
Were it not for the image of a sinister face peeking out from its dark gray bark, this would look like any other ragged oak tree.
These carnivorous plants prize human and elven flesh, but eat anything they manage to catch. Quickwoods typically explore an area, taking note of any oak trees, and then root themselves and wait for prey to wander by. They use their oaksight ability to maintain constant surveillance of their hunting grounds and send their roots out to drag likely prey back to them.
N Huge
Init +3; Senses 120 ft., , oaksight; Perception +21
Aura (variable distance, DC 20)
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +5
Defensive Abilities spell absorption; electricity, fire, ; 19 (see spell absorption)
OFFENSE
Speed 10 ft.
Melee bite +14 (2d6+9), 3 roots +12 (1d6+4 plus pull)
Space 5 ft.; Reach 15 ft. (60 ft. with root)
Special Attacks (root, 10 ft.)
STATISTICS
Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
Base Atk +7; +18; CMD 27 (can’t be tripped)
Feats Improved Initiative, Lunge, Multiattack, Power Attack, Skill Focus (Perception)
Skills Knowledge (nature) +11, Perception +21, Stealth +4 (+8 in forests)
Racial Modifiers +4 Stealth in forests
Languages Common, Sylvan
ECOLOGY
Environment temperate forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fear Aura (Su) A quickwood with stored magical energy can activate its as a standard action. The aura has a radius of 10 feet per spell level of the effect and lasts for 1 round (Will DC 20 negates). Creatures that fail their saving throws become panicked for 1 minute. The DC is Charisma-based and includes a +4 racial bonus.
Oaksight (Su) A quickwood may observe the area surrounding any oak tree within 360 feet as if using clairaudience/clairvoyance. It can use this ability on any number of oak trees in the area. Although the quickwood does not need line of sight to establish this link, if it does have line of sight to even a single oak tree, it cannot be flanked.
Roots (Ex) A quickwood has dozens of long roots, but can only attack with up to three of them in any given round. If the quickwood uses its pull ability to pull a target within reach of its bite attack, it can immediately make a free bite attack with a +4 bonus on its attack roll against that target.
Spell Absorption (Su) If a quickwood’s spell resistance protects it from a magical effect, the creature absorbs that magical energy into its body. It can release this energy to activate its fear aura ability. While the plant is storing a spell, its SR decreases by 5. It can only store one spell at a time.
Nependis
Resembling a bestial ogre with great tusks and thick, bristly hair, this brute seems quite nimble despite its cloven hooves.
Fiercely territorial, the brutish nependises drive away any other large predators from their hunting grounds, even others of their kind. Only mated pairs caring for a litter tolerate each other, and even they separate once the offspring are old enough to fend for themselves. Nependises favors intelligent prey, fey in particular, both for the taste and the thrill of the hunt. They ambush opponents by jumping down from trees, grabbing the creatures, then retreating to find a safe place to eat. When challenged in its territory, a nependis drops from the trees, roars, then fights on foot. A nependis’s sharp hooves allow it to climb trees as well as a great cat, leaving telltale scars in the bark. While nependises appear as hybrids of apes and boars, they aren’t related to either. Some ascribe the origins of these creatures to a clan of ogres cursed into monstrous forms, or guardians bred and raised by the fey who later turned upon their former masters. A full-grown nependis stands 9 feet tall and weighs 600 pounds. A newborn nependis takes 4 years to reach maturity. Nependises rarely die from natural causes, and they live as long as 80 years.
CE Large
Init +6; Senses 60 ft., , ; Perception +15
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +10, Ref +10, Will +11
Defensive Abilities
OFFENSE
Speed 40 ft., 30 ft.
Melee 2 claws +21 (1d6+10 plus ), gore +21 (2d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks abduct, roar
STATISTICS
Str 31, Dex 15, Con 18, Int 7, Wis 12, Cha 6
Base Atk +12; +23 (+27 grapple); CMD 35
Feats Great Fortitude, Improved Initiative, Iron Will, Lunge, Mobility, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +3 (+11 when jumping), Climb +18, Perception +15, Stealth +17, Survival +6
Racial Modifiers +8 Acrobatics (when jumping)
Languages Giant
ECOLOGY
Environment temperate forests
Organization solitary, pair, or troop (3–6)
Treasure none
SPECIAL ABILITIES
Abduct (Ex) When a nependis successfully grabs a Medium or smaller opponent, on that turn it can spend a swift action to move up to its speed. This movement provokes attacks of opportunity as normal. A nependis that succeeds at a second grapple check against the opponent can move up to its full speed as a swift action instead of up to half its speed.
Roar (Su) A nependis can let out a savage roar. Nependises within 60 feet gain a +2 morale bonus on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other creatures other within range of the roar become shaken for 1d4 rounds (Will DC 14 negates); this is a mind-affecting sonic fear effect. The save DC is Charisma-based.
Blood Bramble
A tremendous bramble of intertwined bushes rises from a sizable pile of bones heaped at its roots, and its thorny flowers drip blood.
These aggressive, ambulatory brambles closely resemble large patches of normal bushes, a similarity they take advantage of with deadly efficacy. Although they are autotrophic, blood brambles also gain water and nutrients by consuming the blood of living creatures. They are avid hunters, though they are not known to be territorial. On rare occasions, they may take up permanent residence, but only in regions where both sunlight and prey remain plentiful, such as along trade routes. Blood brambles attack by rushing into their opponent’s space and weakening individuals by mercilessly thrashing them with thick, spiny vines. A typical blood bramble is 12 feet wide and has a height of 7 feet. Its thorny flowers are most often a deep red, though a variety of different colors have been reported.
N Large
Init +13; Senses , 30 ft.; Perception +14
DEFENSE
AC 24, touch 18, flat-footed 15 (+9 Dex, +6 natural, –1 size)
hp 126 (12d8+72)
Fort +14, Ref +13, Will +8
10/slashing;
Weaknesses to fire
OFFENSE
Speed 40 ft., 40 ft.
Melee 4 vines +17 (1d8+6/19–20 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6), bramble incursion, swift
STATISTICS
Str 22, Dex 28, Con 22, Int 3, Wis 15, Cha 9
Base Atk +9; +16; CMD 35 (can’t be tripped)
Feats Improved Critical (vine), Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Climb +14, Perception +14, Stealth +17
Languages Aklo (cannot speak)
SQ (as berry bush)
ECOLOGY
Environment temperate forests
Organization solitary, pair, or thicket (3–8)
Treasure incidental
SPECIAL ABILITIES
Bramble Incursion (Ex) Like a swarm, a blood bramble can move into areas occupied by other creatures. Its brambles weave quickly across the ground, wounding and tripping creatures sharing the same space. Moving into another creature’s space is a move action that provokes attacks of opportunity. Creatures sharing a space with a blood bramble are considered to be moving in difficult terrain. Each time a creature takes a move or standard action within the blood bramble’s space, it must first succeed at a DC 25 Reflex save or take 1d8 points of piercing damage from the sharp thorns. The save DC is Dexterity-based.
Swift Trip (Ex) Whenever a blood bramble occupies the same space as another creature, it can attempt a special trip combat maneuver check as a swift action. The check affects all creatures that share the blood bramble’s space and does not provoke attacks of opportunity. Any targets knocked prone by the trip combat maneuver take 1d8 points of piercing damage from falling into the sharp thorns.
Vines (Ex) A blood bramble’s vines constitute a primary natural attack that deals piercing damage.
Nulmind
This thick ribbon of fungus somewhat resembles a caterpillar. Its folds pulse with an eerie, golden incandescence.
The tremendously dangerous nulmind is a fungal creature believed by many sages to have extraterrestrial origins. It is drawn to areas of innate magical power or populated by spellcasters, feasting off the magic in the area while slowly wearing down the inhabitants’ mental faculties with mind-numbing thoughts and images. Users of psychic magic prove to be favored targets, as their mental energy is especially empowering to the fungi. A creature that succumbs to a nulmind’s mind drain aura might eventually become enslaved to the fungus’s alien will, the nulmind using such unfortunate creatures to draw in further prey. A creature enslaved in this way is incapable of seeing to even its own basic needs, becoming a simple extension of the nulmind’s need to feed. Left unchecked, a nulmind rapidly depletes the local wildlife, as its mindless servants starve to death. Animal life provides very little sustenance for the creature, and a nulmind inevitably works to find richer sources of intelligence and spell power to devour. This sometimes leads the fungus to communities on the border of its forest or to gravitate toward woodland-bound druidic circles. Because of this, druid enclaves often actively hunt and destroy these creatures before they can wreak havoc on the local ecosystem. Despite the fungi’s plantlike nature, most druidic communities view nulminds as anathema to the natural order. Nulminds are fortunately rare, with no documented culture or organization. These creatures rarely work well in concert, as each is ultimately selfish and sees only to its own needs, draining even its fellows without hesitation. Despite their insatiability, nulminds seem to lack a taste for the mental energy of fey creatures. While the fungi still defend themselves against fey creatures, they go out of their way to avoid areas where such creatures live. A nulmind moves by compressing and shifting its body, creeping slowly like a caterpillar. A nulmind is about 3 feet long and weighs 50 pounds.
N Small
Init +8; Senses ; Perception +27
Aura mind drain (30 ft., DC 23)
DEFENSE
AC 25, touch 16, flat-footed 20 (+4 armor, +4 Dex, +1 dodge, +5 natural, +1 size)
hp 142 (15d8+75)
Fort +15, Ref +11, Will +12
; 22
OFFENSE
Speed 10 ft., 10 ft.
Ranged spore +16 touch (mind spores)
Special Attacks mind spores
(CL 11th, concentration +17)
10 PE—ego whip I (3 PE, DC 19), id insinuation I (2 PE, DC 18), mental barrier I (1 PE), mind thrust IV (4 PE, DC 20)
(CL 11th; concentration +17)
Constant—mage armor
STATISTICS
Str 10, Dex 19, Con 18, Int 17, Wis 20, Cha 23
Base Atk +11; +10; CMD 25 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Climb +23, Intimidate +21, Perception +27, Sense Motive +24, Spellcraft +18
Languages Common, Sylvan, Undercommon (can’t speak any language)
SQ devour magic
ECOLOGY
Environment temperate forests
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Devour Magic (Ex) When a creature casts a spell within 30 feet of a nulmind, the nulmind gains 1 PE. If the spell was a psychic spell, the nulmind instead gains a number of PE equal to the level of the spell.
Mind Drain Aura (Su) Any creature within 30 feet of a nulmind must succeed at a DC 23 Will save each round or take 1d3 points of Intelligence damage. A nulmind can control all creatures within its Aura that have an amount of Intelligence damage greater than their Intelligence scores as if those creatures were dominated (this suppresses the usual coma that results from such damage).
Mind Spores (Sp) A creature hit by a nulmind’s spores takes damage as if it failed its saving throw against mind thrust I.
Green Dragon
Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.
CR
LE (air)
Init ; Senses ; Perception +
DEFENSE
AC
hp
Fort + , Ref + , Will +
acid, paralysis, sleep
OFFENSE
Speed 40 ft., , 40 ft.
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk + ; + ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment temperate forests
Organization solitary
Treasure triple
Alraune
An attractive green-skinned woman sits in the depths of this enormous, sweet-smelling flower.
An alraune relies on its supernaturally soothing odor to render enemies incapable of making hostile acts against it—even if the alraune attacks a foe, its calming scent can wipe away any thoughts of violence from its prey. At rest, an alraune appears to be merely a large thorny plant with a single enormous and brightly colored flower at its center. When an alraune attacks, its thorny vines lash out and its flower blooms, revealing an attractive, green-skinned humanoid form within. An alraune’s apparent gender can vary even from encounter to encounter, for the plant can reshape its humanoid portions as it desires to increase the likelihood of setting its victims at ease. Regardless of the plant’s apparent gender, it is itself asexual and reproduces (typically once or twice per decade) by budding a single offspring over the course of a spring season. Despite their appearance, alraunes are quite mobile (capable of walking almost like a spider upon their numerous long roots and thorny vines). They hunt by using commune with nature to locate potential prey, preferring humanoid flesh over all others. When an alraune needs prey, it uses its mind-affecting abilities to convince foes to dig their own graves and bury themselves—once a foe is helplessly buried in the soil, the alraune can feed from it via its flesh-burrowing roots, converting the victim’s blood and memories into the strange nutrients it so craves.
NE Large
Init +5; Senses ; Perception +17
Aura calming fragrance (60 ft., DC 24)
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 199 (19d8+114)
Fort +17, Ref +9, Will +11
; 24
OFFENSE
Speed 40 ft.
Melee 4 vines +20 (1d10+7 plus and bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6), (1d10+10), feed
(CL 13th; concentration +18)
At will—charm monster (DC 19), detect thoughts (DC 17), suggestion (DC 18)
3/day—quickened glitterdust (DC 17), hold monster (DC 20)
1/day—commune with nature, mind fog, wall of thorns
STATISTICS
Str 24, Dex 13, Con 22, Int 10, Wis 17, Cha 21
Base Atk +14; +22 (+26 grapple); CMD 33 (can’t be tripped)
Feats Alertness, Cleave, Deceitful, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (glitterdust), Vital Strike
Skills Bluff +16, Disguise +9, Knowledge (nature) +9, Perception +17, Sense Motive +14
Languages Aklo, Common, Elven, Sylvan
ECOLOGY
Environment temperate forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Calming Fragrance (Su) A supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds an alraune to a radius of 60 feet. Any creature in this area of effect must make a DC 24 Will save at the start of its turn to avoid falling under the effects of calm emotions for 1 round. Creatures that could be attracted to the alraune’s current apparent gender take a –2 penalty on this Will save, while all other creatures gain a +2 bonus on the save. This is a mind-affecting effect. The save DC is Charisma-based.
Feed (Ex) An alraune’s roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the alraune heals 3d6 points of damage.
Gorynych
This sleek, three-headed dragon rears up on its hind legs, wings spread and flames licking out from behind three sets of fangs.
This sinister beast threatens entire countrysides with its plundering actions. No friend to its true dragon cousins, a gorynych sometimes threatens green and black dragons for mastery of their lands. A gorynych seeks out young dragons that have only established small hoards, killing the rival creatures and claiming their treasures as its own. It dominates drakes and wyverns, but true dragons consider it a repulsive throwback to an ancient line of mutants and deviants. Motivated by greed, gluttony, and unnatural lust, a gorynych lives to collect treasure, feast as often as possible, and chase after humanoid maidens, using alter self and charm person as necessary. Gorynyches are particularly creative with the use of their limited wishes in duplicating other spell effects to secure their desires and complete their hideous tasks. When not busily stalking young dragons in order to steal their hoard or selecting maidens to kidnap, most gorynyches search out ancient ruins. There they install themselves as guardians, sometimes even gathering whole tribes of monstrous humanoids to act as their servants.
CE Huge
Init +2; Senses 60 ft., , true seeing; Perception +23
DEFENSE
AC 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, –2 size)
hp 212 (17d12+102); 5 (acid)
Fort +16, Ref +14, Will +15
10/lawful; fire, paralysis, poison, sleep; 26
OFFENSE
Speed 30 ft., 100 ft. (poor), 50 ft.
Melee 3 bites +24 (2d8+8), 2 claws +23 (1d8+8)
Space 15 ft.; Reach 10 ft. (20 ft. with bite)
Special Attacks (40-ft. cone, 5d6 fire, Reflex DC 24 half, usable every 1d4 rounds)
(CL 15th; concentration +19)
Constant—true seeing
At will—charm person (DC 15), dancing lights, message
3/day—alter self, bestow curse (DC 18), greater dispel magic
1/day—lesser geas (DC 18), limited wish, mislead (DC 20)
STATISTICS
Str 27, Dex 15, Con 22, Int 12, Wis 17, Cha 18
Base Atk +17; +27 (+29 bull rush); CMD 39 (41 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Flyby Attack, Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Weapon Focus (bite)
Skills Bluff +17, Diplomacy +17, Fly +7, Intimidate +17, Knowledge (arcana) +14, Knowledge (nature) +14, Perception +23, Sense Motive +16, Spellcraft +14, Stealth +14, Swim +24
Languages Common, Draconic, Sylvan
SQ multi-headed
ECOLOGY
Environment temperate forests
Organization solitary
Treasure double
SPECIAL ABILITIES
Breath Weapon (Su) Each of a gorynych’s heads has its own separate breath weapon. When a gorynych uses its breath weapon, it can breathe with one, two, or all three heads. If the areas of two or more breath weapons overlap, a creature caught in that overlapping area takes a –2 penalty on its Reflex save (or –4 if three breath weapons overlap). Damage done by overlapping breath weapons stacks and is considered to be a single source of fire damage for the purpose of tracking fire resistance. Regardless of how many heads breathe fire, the gorynych can only use its breath weapon once every 1d4 rounds.
Multi-Headed (Ex) All three of a gorynych’s heads can act independently of each other. When it makes a full attack, each head can either bite or use its breath weapon, in any combination (two bites and one breath, three breaths and no bites, and so on).
Hamadryad
This regal woman exhibits the grace and pride of the forest’s most ancient trees.
A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, she loathes such separation. All nonevil woodland creatures acknowledge her as the wisest of dryads and respect her gifts of healing and diplomacy. In most forests, a hamadryad is the sister or wife of an erlking, and represents the protective, patient, and nurturing aspect of nature. With her healing magic, she can relieve the suffering of a dryad whose tree has been killed and sustain her long enough for her to bond with another tree. A hamadryad prefers to avoid direct confrontations, instead using her magic and allies to divert, confuse, and even befriend any would-be enemies. Her powers allow her to speak with or quickly travel to her subjects even when they are in the most remote parts of the forest. As a consequence, little happens in the forest without her knowledge, and those who enter her realm would do well to remember this.
CG Medium
Init +6; Senses ; Perception +31
DEFENSE
AC 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
hp 190 (20d6+120); 5
Fort +12, Ref +18, Will +18
10/cold iron; acid 30, cold 30, electricity 30
OFFENSE
Speed 30 ft.
Melee mwk dagger +16/+11 (1d4+5/19–20)
Ranged +2 speed composite longbow +18/+18/+13 (1d8+7/×3)
(CL 20th; concentration +26)
Constant—speak with animals, speak with plants
At will—entangle (DC 17), hold animal (DC 18), rusting grasp, tree shape, wood shape (10 lbs. only)
5/day—charm monster (DC 20), charm person (DC 17), confusion (DC 19), deep slumber (DC 19), neutralize poison, sending (dryads only), suggestion (DC 19), tree stride
1/day—call lightning storm (DC 21), changestaff, greater heroism, heal, liveoak, summon nature’s ally VIII
STATISTICS
Str 12, Dex 23, Con 23, Int 18, Wis 19, Cha 22
Base Atk +10; +11; CMD 28
Feats Alertness, Combat Casting, Dodge, Great Fortitude, Improved Iron Will, Iron Will, Mounted Combat, Stealthy, Toughness, Weapon Finesse
Skills Bluff +29, Climb +14, Craft (wood) +12, Diplomacy +29, Escape Artist +19, Handle Animal +16, Heal +9, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +27, Knowledge (nobility) +9, Perception +31, Perform (any one) +19, Ride +16, Sense Motive +19, Spellcraft +14, Stealth +19, Survival +14
Racial Modifiers +8 Craft (wood)
Languages Common, Elven, Sylvan; speak with animals, speak with plants, tongues
SQ druid magic, tree meld, wild empathy, woodcraft
ECOLOGY
Environment temperate forests
Organization retinue (1 plus 2–5 dryads) or court (1 plus 2–12 centaurs, 2–12 dryads, 2–8 satyrs, and 1–2 treants)
Treasure triple (+2 speed composite longbow [+5] with 20 arrows, masterwork dagger, other treasure)
SPECIAL ABILITIES
Druid Magic (Su) A hamadryad can use any magic item as if she were a 20th-level druid.
Tree Meld (Su) A hamadryad can meld with any tree (similar to meld into stone) and can remain melded with a tree as long as she wishes.
Woodcraft (Ex) A hamadryad has a +8 racial bonus on Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when attempting such checks.
Erlking
Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid.
Erlkings guard the wildest, most pristine reaches of nature, and lead other fey to reclaim defiled lands. Most forest creatures acknowledge an erlking as king of the forest and arbiter in disputes between the people of the wilds. In most forests, an erlking is the brother or consort of a hamadryad, and represents the aggressive, dangerous, and vengeful aspect of the wilds. An erlking is a blur of motion on or off the battlefield, using his powers to coordinate attacks against despoilers, manipulate terrain to his side’s advantage, and call in reinforcements when his forces would be overwhelmed. When his services are not needed, an erlking retires to the realm of the fey.
CN Medium
Init +7; Senses ; Perception +28
DEFENSE
AC 34, touch 15, flat-footed 29 (+7 armor, +4 Dex, +1 dodge, +12 natural; +2 deflection vs. evil or law)
hp 270 (20d6+200); 10
Fort +15, Ref +20, Will +17
Defensive Abilities blur, protection from good and law; 10/cold iron; poison; acid 30, cold 30, electricity 30
OFFENSE
Speed 70 ft., 90 ft. (good)
Melee +3 cold iron keen longsword +20/+20/+15 (1d8+12/17–20 plus bleed)
Ranged +3 ironwood longbow +20/+20/+15 (1d8+3/×3 plus bleed)
Special Attacks (1d6), favored enemy (all humanoids +10), ironwood mastery
(CL 20th; concentration +25)
Constant—blur, haste (self only), protection from evil, protection from law, speak with animals, speak with plants
At will—whispering wind
3/day—animate plants, black tentacles, cure critical wounds, haste, ironwood, move earth, plant growth, summon nature’s ally VI, (level 6, 1d4+1 centaurs or 1 treant 100%), tree stride
1/day—finger of death (DC 23), repel metal or stone, summon nature’s ally IX
STATISTICS
Str 20, Dex 25, Con 28, Int 19, Wis 20, Cha 21
Base Atk +10; +15; CMD 33
Feats Critical Focus, Disruptive, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +19 (+35 when jumping), Bluff +18, Climb +12, Diplomacy +13, Fly +18, Handle Animal +15, Heal +10, Intimidate +25, Knowledge (geography) +17, Knowledge (nature) +27, Knowledge (nobility) +9, Perception +28, Perform (any one) +13, Ride +16, Sense Motive +18, Spellcraft +14, Stealth +29, Survival +15, Swim +17
Racial Modifiers +16 Acrobatics when jumping
Languages Common, Elven, Sylvan; speak with animals, speak with plants
SQ warrior fey
ECOLOGY
Environment temperate forests
Organization solitary, squad (1 plus 2–12 centaurs, 2–12 satyrs, and 1–2 treants), or army (1 plus 4–24 centaurs, 4–24 satyrs, and 2–5 treants)
Treasure double (ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure)
SPECIAL ABILITIES
Ironwood Mastery (Su) Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.
Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.
Mosslord
This towering, four-armed humanoid seems to be made of moss and splintered wood, its face sinister and mouthless.
Tales of the wretched mosslord have existed for as long as humanity has dared dwell amid the forests of the world. It appears in grotesque pictographs of long dead civilizations, covering the walls of lost cities on sunken continents or hidden in overgrown jungles. So ancient is the creature that its true origin remains unknown. In the cultures whose lore and legend tell of the mosslord, it is described as the living incarnation of the forest’s vengeance against the encroachment of civilization, a fury given mind and focus toward the destruction of humanity. To date, no one has ever reported spotting more than a single mosslord at a time, prompting speculation as to whether more than a single mosslord exists, or if it is a singular entity that simply regrows itself each time it is destroyed. Most tales of the mosslord’s intentions hold true, although the legends of there being but one mosslord are a false hope—in truth, multiple mosslords exist, and wherever one surfaces, ruin inevitably follows. Yet mosslords are hardly the simple, violent juggernauts that old legends purport. Instead, these wickedly intelligent creatures mastermind elaborate campaigns against civilization. Capable of commanding hordes of plant creatures, they typically spend months or even years seeding a target before launching an incursion—even if their attacks seem sudden and unprovoked to the victims. They are clever combatants, shielding themselves from direct attacks and avoiding melee if at all possible, in order to command and maneuver allies. Still, the creature is an able warrior in addition to having a potent arsenal of spells, and it doesn’t shy from engaging opponents in melee when directly faced with an immediate opponent. Among all humanoid forms of life, they despise humans and halflings in particular. A mosslord has no known or ties to the fey world or to those worlds or planes beyond the material realm. Though the mosslord is no deity, it is a wholly supernatural being and the apocalyptic texts of over a dozen different religions depict its wrath. These texts often revile the mosslord and condemn those who would worship it or pay it reverence. Despite ominous warnings, history reports a handful of occasions when doom cults praised, venerated, and pledged fealty to mosslords. Some even credit or blame such cults for the creation of the first mosslords, for it seems odd that plant creatures would naturally form upon the wooden frames that hold its fungal flesh in the form of a bipedal humanoid. Regardless, such efforts tend to be short lived; as soon as the cultists capture the mosslord’s attention, they find they have only attracted its relentless and utter destruction. The mosslord’s body consists of a large skeletal frame that towers over 15 feet tall, fashioned from rough-cut pieces of wood. A thick layer of moss encompasses this frame, creating the appearance of flesh. While a mosslord’s body appears constructed, the creature is fully sentient and highly intelligent. Despite their similar hateful and destructive views of civilization, mosslords do not cooperate with blights or whisperers, and they often compete with these strange entities for control over their woodland territories.
LE Large
Init +13; Senses 60 ft., , , see invisibility; Perception +35
DEFENSE
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, –1 size)
hp 312 (25d8+200); 10 (cold)
Fort +22, Ref +17, Will +17
Defensive Abilities perennial; 15/magic and slashing; fire, ; electricity 30
OFFENSE
Speed 30 ft.
Melee 4 claws +28 (2d8+11/19–20 plus curse)
Space 10 ft.; Reach 10 ft.
Special Attacks deadwood curse, sheets of moss, yellow mold blast
(CL 18th; concentration +24)
Constant—nondetection, pass without trace, see invisibility, speak with plants
At will—command plants (DC 20), fear (DC 20), mind thrust VI (DC 22), transport via plants, tree shape
3/day—animate plants, displacement, quickened fungal infestation (DC 19)
1/day—control plants (DC 24), microcosm (DC 25)
STATISTICS
Str 32, Dex 28, Con 26, Int 27, Wis 25, Cha 23
Base Atk +18; +30 (+34 sunder); CMD 50 (52 vs. sunder)
Feats Combat Casting, Combat Reflexes, Critical Focus, Dodge, Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (fungal infestation), Staggering Critical
Skills Climb +36, Intimidate +31, Knowledge (arcana, geography, nature) +33, Perception +35, Sense Motive +32, Spellcraft +33, Stealth +33, Survival +32
Languages Aklo, Common, Sylvan; speak with plants; 100 ft.
ECOLOGY
Environment temperate forests
Organization solitary
Treasure triple
SPECIAL ABILITIES
Deadwood Curse (Su) When a mosslord confirms a critical hit with one of its claws, the victim must succeed at a DC 30 Fortitude save or a horrid curse transforms one of its limbs into an immobile wooden branch. Roll 1d4 to determine which limb is affected (1—right arm, 2—left arm, 3—right leg, 4—left leg; adjust the die as necessary for creatures with fewer or more limbs). The cursed limb hardens and becomes entirely immobile until the curse is lifted. If an arm is affected, the victim’s Strength is reduced by 2 and it cannot wield weapons in that hand or use the hand in any way. If a victim’s leg is affected, the victim’s Dexterity is reduced by 2 and its base speed is reduced by 15 feet. Each time a creature is affected by this curse, a new limb is affected, and the effects stack. If a cursed limb is amputated and regrown via magic, the new limb regrows as deadwood as long as the curse persists. This is a curse effect. The save DC is Constitution-based.
Perennial (Su) When a mosslord dies, its body decomposes normally but regrows in 60 days. A dead mosslord cannot regrow during winter months or when there is frost or snow on the ground where it was slain; in such a condition, its regrowth is delayed until the thaw. If the region where the mosslord was slain is affected by a lasting winter (either via magic or as a result of natural conditions), its regrowth can be delayed indefinitely. Even completely destroying a mosslord’s body won’t stop its eventual regrowth. A blight or diminish plants spell applied to a mosslord’s remains can ensure its permanent death if the caster succeeds at a DC 30 caster level check. A mosslord slain on any plane other than the Material Plane remains dead permanently. Obscure rituals can also aid in the permanent death of a mosslord, at the GM’s discretion.
Sheets of Moss (Su) Once every 1d4 rounds as a move action, a mosslord can cover a 20-foot-square area in a thick blanket of toxic moss at a range of up to 90 feet. Living creatures in the area are automatically entangled and sickened and must succeed at a DC 30 Fortitude save or take 1d4 points of Constitution damage per round until the moss dissipates or is destroyed. The moss has 25 hit points per 5-foot square, but can only be damaged by cold or effects that specifically target plants (such as blight) or deal additional damage to plants (such as horrid wilting). Otherwise, the sheets of moss wither away automatically after 1d4+4 rounds. The sickened effect and Constitution damage are poison effects. The save DC is Constitution-based.
Yellow Mold Blast (Su) As a standard action, a mosslord can swiftly extrude a puffball and hurl it up to 60 feet. Upon impact, the puffball bursts into an unusually thick and potent cloud of yellow mold spores. This cloud of spores fills a 10-foot-radius area, obscuring vision as if it were a fog cloud and affecting all creatures within the area with yellow mold , except the Fortitude save to resist the mold’s poisonous effects is DC 30. A creature that takes Constitution damage from these thick spores is also nauseated for 1 round. The cloud of spores persists for 1d4 rounds, after which it automatically dissipates. Creatures with greensight can see through these clouds of spores with ease. The save DC is Constitution-based.
Seilenos
This creature has the body of a middle-aged human man and the pointed ears and legs of a goat.
Elder kin to satyrs, seilenoi are primeval fey bound to the basest emotions, including lust, joy, surprise, aggression, and fear. These fey wander the world, indulging in any excuse to experience or inspire passionate feelings. New spectacles of beauty, physical adventure, and psychoactive plants and alcohol draw their attention, and they encourage creatures they encounter to be equally experimental. Seilenoi particularly enjoy luring stodgy, honorable, or self-important beings into grandiose acts of foolishness or indulgence. Although less notorious than satyrs for sexual exploits, seilenoi possess a rugged animal magnetism and an appreciation for all sorts of carnal pleasures. They are particularly renowned for their insight and skill as storytellers and playwrights. Like satyrs, seilenoi prefer to keep to untamed wilds where they revel in the passionate emotions of the fey and beasts that live, grow, and play there. Creatures of the forest often flock to seilenoi in small troupes or even traveling courts. Satyrs, leanan sidhe, and muses (see page 179) enjoy the artistry of a seilenos’s storytelling. Centaurs and maenads revere seilenoi for inspiring irresistibly passionate, ecstatic rage. The seilenos acts as a mercurial judge, jocular keeper of fey culture and secrets, and sometimes self-centered celebrity to these groups. Seilenoi traveling across the ocean often take on ichthyocentaurs (see page 146) as seafaring guides and honor guards. Most seilenoi get separated from their courts eventually, either because their fey followers move on to more sedate leaders or because the seilenos feels stif led and drunkenly wanders off in search of a change of pace. Seilenoi who do not lead their own fey courts sometimes serve as jesters, emissaries, unpredictable generals, or companions for fey lords, deities, or other mighty beings. Seilenoi prove surprisingly dangerous on the battlefield, as they dash about scattering scores of enemies with every cutting joke and inspiring monologue. When dealing with more numerous foes, they confound the battlefield with seemingly natural barriers and illusory sheets of roaring flame. Others enjoy def lating the egos of powerful fey (and, occasionally, mortals) with bitingly insightful satire. In their wanderings, seilenoi sometimes seek out new kinds of indulgence and distraction among mortals, in which case these fey generally prove themselves amiable, though gruff. Seilenoi can charm almost anyone with raucous affection or witty commentary. Those they can’t talk into joining the revelry, they generally ply with alcohol or psychotropic plants to lower the inhibitions of civilization and enable a freer expression of raw emotion. Bored seilenoi occasionally take it upon themselves to mentor mortals with exceptional self-awareness and power. Sometimes they do so while disguised with polymorph magic to avoid undue attention. Seilenoi are passionate creatures, as thrilled by the chance to have a drunken brawl with new opponents as to explore the body of a new lover. Usually, seilenoi view combat as a sort of hunting or wrestling game, but if they recognize true hostility, they become a terrifying force. A seilenos never faces combat alone; it summons allies to distract foes if necessary and hides an ever-shifting mirage arcana while rallying allies and keeping foes off balance by manipulating their emotions. Its illusions represent the natural elements with which a seilenos is familiar, from fantastical mazes of writhing vines to confusing clouds of spores. It is particularly amused by exchanging the appearances of enemies and allies. Seilenoi have also been known to transform especially vexing foes into harmless animals or useful plants. Although their wide range of moods tends toward joy and frivolity, all seilenoi at times indulge in the insidious thrill of violence, hatred, or madness. When filled with these dark passions, a seilenos might provoke a battle among evenly matched friends to watch the tense contest or dive headlong into the confused heart of a fray. Seilenoi are about the same size and weight as male humans, although they tend toward the heavier end of that range.
CN Medium
Init +13; Senses , true seeing; Perception +38
DEFENSE
AC 37, touch 30, flat-footed 26 (+9 deflection, +9 Dex, +2 dodge, +7 natural)
hp 333 (23d6+253); sustaining joy
Fort +18, Ref +23, Will +21
Defensive Abilities grace; 15/cold iron and magic; sonic; 30
OFFENSE
Speed 40 ft.
Melee +5 morningstar +28/+28/+23/+18 (1d8+20/19–20), hoof +17 (2d6+5)
Ranged +5 composite longbow +27/+27/+22/+17 (1d8+13/×3)
Special Attacks dramatic flourish, impossible verisimilitude, thyrsus
(CL 21st; concentration +30)
Constant—haste, speak with animals, stone tell, true seeing
At will—commune with nature, confusion (DC 23), crushing despair (DC 23), dancing lights (DC 19), divination, fear (DC 21), good hope, mass suggestion (DC 25), mirage arcana (DC 24), persistent image (DC 24), polymorph any object (DC 27), reckless infatuation (DC 22), waves of ecstasy (DC 26)
3/day—quickened greater heroism, vengeful outrage (DC 25)
1/day—cloak of dreams (DC 25), freedom, insanity (DC 26), mass charm monster (DC 27), plant growth, reincarnate, (level 9, 4d4 advanced dire tigers, 4d4 advanced maenads, or 2 storm giants 100%)
STATISTICS
Str 31, Dex 29, Con 32, Int 24, Wis 26, Cha 29
Base Atk +11; +19; CMD 49
Feats Dodge, Improved Critical (morningstar), Improved Initiative, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell-Like Ability (greater heroism), Rapid Shot, Spring Attack, Weapon Focus (morningstar), Weapon Focus (longbow)
Skills Knowledge (arcana, history, religion) +30, Knowledge (geography, nature) +33, Perception +38, Perform (act) +35, Perform (comedy) +35, Perform (dance) +35, Perform (oratory) +39, Perform (wind instruments) +37, Stealth +39, Survival +31
Racial Modifiers +4 Perception, +4 Perform (oratory), +4 Stealth
Languages Common, Elven, Sylvan; speak with animals, stone tell
SQ versatile performance (act, comedy, dance, oratory, wind instruments)
ECOLOGY
Environment temperate forests
Organization solitary, troupe (1 plus 3–9 advanced dire tigers, centaurs, ichthyocentaurs, leanan sidhe, maenads, satyrs, or NPCs of at least 11th level), or court (1–3 plus 1–3 muses, 4–12 centaurs or satyrs, and 3–9 leanan sidhe, maenads, or storm giants)
Treasure standard (composite longbow with 40 mithral arrows, mithral morningstar, mwk pipes, other treasure)
SPECIAL ABILITIES
Dramatic Flourish (Su) As a standard action while its impossible verisimilitude is active, a seilenos can inspire strong emotions in all enemies, all allies, or all creatures (seilenos’s choice) within 120 feet that can hear or see it, replicating the effect of a spell of the seilenos’s choice: charm monster, confusion, crushing despair, fear, good hope, joyful rapture, reckless infatuation, suggestion, vengeful outrage, or waves of ecstasy. A creature that successfully saves against a seilenos’s dramatic flourish can’t be affected by that seilenos’s dramatic flourish again for 24 hours. Any save DC is 30, regardless of which effect the seilenos chooses. The save DC is Charisma-based.
Impossible Verisimilitude (Su) As a standard action, a seilenos can begin telling a story so supernaturally vivid that the elements described spring to life, replicating the effect of a spell of the seilenos’s choice: screen, shades (can also mimic summon nature’s ally VIII), or veil. It must use a free action to continue the performance each round; if it doesn’t, the illusion immediately ends. As part of this free action, the seilenos can add, remove, or change one illusion effect each round, to a maximum of three simultaneous illusions. Any save DC is 30, regardless of which effect the seilenos chooses. The save DC is Charisma-based.
Grace (Su) A seilenos gains a deflection bonus to AC equal to his Charisma bonus (minimum +1).
Sustaining Joy (Su) As long as it is within 60 feet of one or more other creatures that have a morale bonus or are under a harmless effect with the emotion descriptor, the seilenos gains regeneration 15
Thyrsus (Su) Any weapon a seilenos wields functions as a +5 weapon. Whenever the seilenos strikes a foe with a weapon, he can spend a swift action to use a spell-like ability of 6th level or lower that can target that foe. Only the creature struck can be affected by the spell-like ability.
Versatile Performance (Ex) A seilenos can use versatile performance as a 20th-level bard, using the chosen Perform modifier for checks with the corresponding skills.
Green Man
This man is formed entirely of green leafy plants and bark. His fingers extend into lengths of vine.
Ancient beyond measure, the legendary green men are avatars and guardians of the primeval forest. Green men are the naturally occurring apotheosis of such woodland terrains. Most care little for other aspects of nature, from animals to geology, focusing exclusively on the flora of their home forest and the seasonal impact of weather. They grant spells enthusiastically to intelligent plants that worship them and somewhat more hesitantly to other sentient races who prove themselves friends of plants. Sometimes called “leshy kings” in esoteric texts, the enigmatic green men are said to be the ones who first taught druids the secrets of creating leshies, yet they themselves are far more powerful than these tiny creations. Most green men keep out of the way of the “animal races” as long as they leave the forest alone, while the rare benevolent and malevolent green men actively spread their influence over their home forests. Benevolent green men are kindly and nurturing patriarchs to all within their domain, even non-plants. Their territories are blessed with beautiful flowers and peaceful groves. Malevolent green men are twisted and sadistic bullies, and are fortunately the rarest of these paragons of plant life. Their territories are marred with poisonous plants, thorny vines, and twisted trees. What few animals remain in such regions are either vicious enough to stand up to their plant tormentors or are allowed to remain to provide sport.
N Medium (shapechanger)
Init +14; Senses 60 ft., 60 ft., , ; Perception +11
Aura green caress (60 ft., DC 36)
DEFENSE
AC 44, touch 32, flat-footed 33 (+10 Dex, +1 dodge, +11 insight, +12 natural)
hp 595 (34d8+442); 20 (deific or mythic)
Fort +32, Ref +23, Will +22
Defensive Abilities wilderness insight; 15/epic and slashing; ability damage, ability drain, daze, electricity, petrification, , stagger; 37
OFFENSE
Speed 40 ft., 40 ft.
Melee 2 slams +40 (1d8+15/19–20 plus absorb magic), 6 vines +40 (2d6+15/19–20 plus )
Ranged 6 thorns +35 (2d6+15)
Space 5 ft.; Reach 5 ft. (30 ft. with vines)
Special Attacks absorb magic, (2d6+15), grab (Colossal)
(CL 26th; concentration +35)
Constant—pass without trace, speak with plants
At will—plant growth, transport via plants
3/day—Summon plants
1/day—awaken
Druid Spells Prepared (CL 20th; concentration +31)
9th—antipathy (DC 30), quickened cure serious wounds, foresight, greater siege of trees, quickened wall of thorns
8th—control plants (DC 29), quickened dispel magic, mass cure serious wounds, reverse gravity, sunburst (DC 29)
7th—animate plants, quickened cure moderate wounds, heal (2), greater scrying, quickened quench (DC 24)
6th—antilife shell, quickened barkskin, greater dispel magic (4)
5th—quickened cure light wounds (3), death ward, tree stride, wall of thorns
4th—arboreal hammer, command plants (2, DC 25), dispel magic, freedom of movement, grove of respite
3rd—call lightning (DC 24), cure moderate wounds (3), quench (2, DC 24), spike growth (DC 24)
2nd—barkskin, fog cloud (2), resist energy (2), warp wood, wilderness soldiers
1st—cure light wounds (3), entangle (3, DC 22), faerie fire
0 (at will)—create water, detect magic, guidance, stabilize
STATISTICS
Str 40, Dex 31, Con 36, Int 25, Wis 32, Cha 29
Base Atk +25; +40 (+44 grapple, +42 sunder); CMD 81 (83 vs. sunder)
Feats Combat Reflexes, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Diehard, Dodge, Endurance, Greater Spell Penetration, Improved Critical (slam, vine), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Quicken Spell, Spell Penetration, Stand Still
Skills Acrobatics +44, Climb +40, Disguise +43, Knowledge (geography, history, religion) +24, Perception +11, Sense Motive +45, Spellcraft +41, Stealth +47, Survival +45
Languages Druidic, Sylvan; speak with plants
SQ (Colossal or smaller tree; tree shape), deific, green empathy +43
ECOLOGY
Environment temperate forests
Organization solitary
Treasure standard
SPECIAL ABILITIES
Absorb Magic (Ex) When a green man strikes a creature with his slam attack, he immediately attempts to absorb one magical effect from the target. Treat this as a targeted dispel magic (CL 20th), with the green man preferring to target effects that prevent his vines’ grapple attempts, like freedom of movement. When the green man absorbs magic in this way, he regains a number of hit points equal to double the level of the spell effect he absorbed.
Deific A green man grants divine spells to worshipers. This does not require any specific action on the green man’s behalf. The domains granted by a green man vary according to the green man’s alignment. Most green men are neutral and grant access to the domains of Plant, Protection, Strength, and Weather and to the subdomains of Defense, Growth, Resolve, and Seasons. A neutral good green man grants access to the domains of Good, Plant, Protection, and Weather and to the subdomains of Defense, Growth, Purity, and Seasons. A neutral evil green man grants access to the domains of Evil, Plant, Strength, and Weather and to the subdomains of Decay, Growth, Resolve, and Seasons. Regardless of his alignment, a green man’s favored weapon is the sickle. If a druid worshiping a green man chooses to take a domain, the druid must choose the Plant domain, regardless of alignment. The green man’s holy symbol is that of a masculine face made of leaves, but the exact expression and appearance of the face varies by green man, and each is unique in detail.
Green Caress (Su) Non-plant living creatures within 60 feet of a green man slowly begin to transform into nonmagical plants. Treat this effect as the spell green caress, save that the green man need not touch a creature to begin the effect. A creature must attempt a DC 36 Fortitude save against this effect once upon first entering the aura. If successful, that creature partially resists the effect as per the spell description and is immune to that particular green man’s aura for 24 hours. On a failed save, the effect persists until the creature transforms or the effect is removed (unlike with the spell, it is not limited to a maximum duration of 7 days). Also unlike the spell, this effect is not contagious, and a spellcaster who attempts to stop this green caress via break enchantment, miracle, polymorph any object, remove curse, or wish does not risk becoming targeted by the effect. This aura, being supernatural in nature and not a spell or spell-like ability, cannot be stopped via dispel magic. A green man can select creatures to be unaffected by his aura as an immediate action, but he must be aware of them to grant such clemency, and he cannot reverse the effects of the aura once inflicted. The save DC is Charisma-based.
Green Empathy (Ex) This ability functions as the druid’s wild empathy, save that the green man can only use this ability on plant creatures. A green man’s green empathy check bonus is equal to his HD plus his Charisma modifier (+43 for the typical green man).
Summon Plants (Sp) Three times per day as a swift action, a green man can summon any combination of plant creatures whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect.
Thorns (Su) A green man’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by a green man’s thorn moves at half speed and can’t take 5-foot steps, fly, or use air walk, either naturally or magically, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.
Vines (Ex) A green man can extend up to six thorny vines from his body to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet.
Wilderness Insight (Ex) When in a natural area with foliage present, the plants whisper to the green man and grant him an insight bonus to his AC equal to his Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).